A Game Between Two Identical Dubins Cars: Evading a Conic Sensor in Minimum Time
Ubaldo Ruiz
TL;DR
This paper studies a surveillance pursuit-evasion game between two identical Dubins cars where the pursuer carries a semi-infinite conic field of view with half-angle $\phi_d$ and aims to maximize the time the evader remains inside the cone. Using Isaacs' differential-game framework and retro-time integration, it derives time-optimal endgame strategies and reveals two key singular surfaces: a Transition Surface and an Evader's Universal Surface, with analytical trajectory expressions and numerical methods needed to identify switches. A notable finding is that the barrier constructed from the usable part boundary can partially lie outside the playable space, suggesting that additional singular surfaces are required to fully characterize the game. Simulations illustrate the endgame dynamics, including transitions between primary solutions and EUS tributaries, highlighting the practical complexity of surveillance with conic sensors on nonholonomic agents. Overall, the work lays foundational analytical insights for cone-FOV pursuit-evasion with Dubins dynamics and points to directions for discovering missing barrier structures.
Abstract
A fundamental task in mobile robotics is keeping an intelligent agent under surveillance with an autonomous robot as it travels in the environment. This work studies a theoretical version of that problem involving one of the most popular vehicle platforms in robotics. In particular, we consider two identical Dubins cars moving on a plane without obstacles. One of them plays as the pursuer, and it is equipped with a limited field-of-view detection region modeled as a semi-infinite cone with its apex at the pursuer's position. The pursuer aims to maintain the other Dubins car, which plays as the evader, as much time as possible inside its detection region. On the contrary, the evader wants to escape as soon as possible. In this work, employing differential game theory, we find the time-optimal motion strategies near the game's end. The analysis of those trajectories reveals the existence of at least two singular surfaces: a Transition Surface (also known as a Switch Surface) and an Evader's Universal Surface. We also found that the barrier's standard construction produces a surface that partially lies outside the playing space.
